CCollisionProperty::CreatePartitionHandle
0x0042b310 · 53 bytes · __thiscall
_ZN18CCollisionProperty21CreatePartitionHandleEv
Decompiled
undefined (1 param)
/* CCollisionProperty::CreatePartitionHandle() */
void __thiscall CCollisionProperty::CreatePartitionHandle(CCollisionProperty *this)
{
code *pcVar1;
undefined2 uVar2;
undefined4 uVar3;
pcVar1 = *(code **)(*partition + 8);
uVar3 = (*(code *)**(undefined4 **)this)(this);
uVar2 = (*pcVar1)(partition,uVar3);
*(undefined2 *)(this + 0x28) = uVar2;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.